/// <summary> /// Get any legal move from the current position on the provided board. /// </summary> /// <param name="board">The state of the game.</param> /// <param name="pos">The piece/position to check for valid moves.</param> /// <param name="verify_check">Whether or not to recurse and check if the current move puts you in check.</param> /// <returns>A list of positions the piece can move to.</returns> public static List <Position> getLegalMove(BoardHelper board, Position pos, bool verify_check = true) { piece_t p = board.Grid[pos.number][pos.letter]; if (p.piece == PieceType.None) { return(new List <Position>()); } switch (p.piece) { case PieceType.Pawn: return(LegalMoveSet.Pawn(board, pos, verify_check)); case PieceType.Rook: return(LegalMoveSet.Rook(board, pos, verify_check)); case PieceType.Knight: return(LegalMoveSet.Knight(board, pos, verify_check)); case PieceType.Bishop: return(LegalMoveSet.Bishop(board, pos, verify_check)); case PieceType.Queen: return(LegalMoveSet.Queen(board, pos, verify_check)); case PieceType.King: return(LegalMoveSet.King(board, pos, verify_check)); default: return(new List <Position>()); } }
private static List <Position> Rook(BoardHelper board, Position pos, bool verify_check = true) { List <Position> moves = new List <Position>(); piece_t p = board.Grid[pos.number][pos.letter]; if (p.piece == PieceType.None) { return(moves); } // slide along vert/hor for possible moves moves.AddRange(Slide(board, p.player, pos, new Position(1, 0))); moves.AddRange(Slide(board, p.player, pos, new Position(-1, 0))); moves.AddRange(Slide(board, p.player, pos, new Position(0, 1))); moves.AddRange(Slide(board, p.player, pos, new Position(0, -1))); if (verify_check)// make sure each move doesn't put us in check { for (int i = moves.Count - 1; i >= 0; i--) { BoardHelper b2 = LegalMoveSet.move(board, new Move(pos, moves[i])); if (isCheck(b2, p.player)) { moves.RemoveAt(i); } } } return(moves); }
private static List <Position> Knight(BoardHelper board, Position pos, bool verify_check = true) { List <Position> moves = new List <Position>(); piece_t p = board.Grid[pos.number][pos.letter]; if (p.piece == PieceType.None) { return(moves); } // collect all relative moves possible List <Position> relative = new List <Position>(); relative.Add(new Position(2, 1)); relative.Add(new Position(2, -1)); relative.Add(new Position(-2, 1)); relative.Add(new Position(-2, -1)); relative.Add(new Position(1, 2)); relative.Add(new Position(-1, 2)); relative.Add(new Position(1, -2)); relative.Add(new Position(-1, -2)); // iterate moves foreach (Position move in relative) { Position moved = new Position(move.letter + pos.letter, move.number + pos.number); // bounds check if (moved.letter < 0 || moved.letter > 7 || moved.number < 0 || moved.number > 7) { continue; } // if empty space or attacking if (board.Grid[moved.number][moved.letter].piece == PieceType.None || board.Grid[moved.number][moved.letter].player != p.player) { moves.Add(moved); } } if (verify_check)// make sure each move doesn't put us in check { for (int i = moves.Count - 1; i >= 0; i--) { BoardHelper b2 = LegalMoveSet.move(board, new Move(pos, moves[i])); if (isCheck(b2, p.player)) { moves.RemoveAt(i); } } } return(moves); }
private static bool allowCastle(BoardHelper board, PieceSide player, Position pos, bool isRight) { bool isValid = true; int rookPos; int kingDirection; if (isRight) { rookPos = 7; kingDirection = 1; } else { rookPos = 0; kingDirection = -1; } //Check for valid right castling // Is the peice at H,7 a rook owned by the player and has it moved if (board.Grid[pos.number][rookPos].piece == PieceType.Rook && board.Grid[pos.number][rookPos].player == player && board.Grid[pos.number][rookPos].lastPosition.Equals(new Position(-1, -1))) { // Check that the adjacent two squares are empty for (int i = 0; i < 2; i++) { if (board.Grid[pos.number][pos.letter + (i + 1) * kingDirection].piece != PieceType.None) { isValid = false; break; } } // Don't bother running secondary checks if the way isn't even clear if (isValid) { for (int i = 0; i < 2; i++) { // Move kings postion over i squares to check if king is passing over an attackable // square BoardHelper b2 = LegalMoveSet.move(board, new Move(pos, new Position(pos.letter + (i + 1) * kingDirection, pos.number))); // Attackable square is in between king and rook so // its not possible to castle to the right rook if (isCheck(b2, player)) { isValid = false; break; } } } } else { isValid = false; } return(isValid); }
public int fitness(PieceSide max) { int fitness = 0; int[] blackPieces = { 0, 0, 0, 0, 0, 0 }; int[] whitePieces = { 0, 0, 0, 0, 0, 0 }; int blackMoves = 0; int whiteMoves = 0; // sum up the number of moves and pieces foreach (Position pos in Pieces[PieceSide.Black]) { blackMoves += LegalMoveSet.getLegalMove(this, pos).Count; blackPieces[(int)Grid[pos.number][pos.letter].piece]++; } // sum up the number of moves and pieces foreach (Position pos in Pieces[PieceSide.White]) { whiteMoves += LegalMoveSet.getLegalMove(this, pos).Count; whitePieces[(int)Grid[pos.number][pos.letter].piece]++; } // if viewing from black side if (max == PieceSide.Black) { // apply weighting to piece counts for (int i = 0; i < 6; i++) { fitness += pieceWeights[i] * (blackPieces[i] - whitePieces[i]); } // apply move value fitness += (int)(0.5 * (blackMoves - whiteMoves)); } else { // apply weighting to piece counts for (int i = 0; i < 6; i++) { fitness += pieceWeights[i] * (whitePieces[i] - blackPieces[i]); } // apply move value fitness += (int)(0.5 * (whiteMoves - blackMoves)); } return(fitness); }
/// <summary> /// Get all legal moves for the player on the current board. /// </summary> /// <param name="b">The state of the game.</param> /// <param name="player">The player whose moves you want.</param> /// <returns>A 1-to-many dictionary of moves from one position to many</returns> public static Dictionary <Position, List <Position> > getPlayerMoves(BoardHelper b, PieceSide player) { Dictionary <Position, List <Position> > moves = new Dictionary <Position, List <Position> >(); foreach (Position pos in b.Pieces[player]) { if (b.Grid[pos.number][pos.letter].piece != PieceType.None) { if (!moves.ContainsKey(pos)) { moves[pos] = new List <Position>(); } moves[pos].AddRange(LegalMoveSet.getLegalMove(b, pos)); } } return(moves); }
private static List <Position> Pawn(BoardHelper board, Position pos, bool verify_check = true) { List <Position> moves = new List <Position>(); piece_t p = board.Grid[pos.number][pos.letter]; if (p.piece == PieceType.None) { return(moves); } // gather relative moves List <Position> relative = new List <Position>(); relative.Add(new Position(-1, 1 * ((p.player == PieceSide.Black) ? -1 : 1))); relative.Add(new Position(0, 1 * ((p.player == PieceSide.Black) ? -1 : 1))); relative.Add(new Position(0, 2 * ((p.player == PieceSide.Black) ? -1 : 1))); relative.Add(new Position(1, 1 * ((p.player == PieceSide.Black) ? -1 : 1))); // iterate moves foreach (Position move in relative) { Position moved = new Position(move.letter + pos.letter, move.number + pos.number); // bounds check if (moved.letter < 0 || moved.letter > 7 || moved.number < 0 || moved.number > 7) { continue; } // double forward move if (moved.letter == pos.letter && board.Grid[moved.number][moved.letter].piece == PieceType.None && Math.Abs(moved.number - pos.number) == 2) { // check the first step int step = -((moved.number - pos.number) / (Math.Abs(moved.number - pos.number))); bool hasnt_moved = pos.number == ((p.player == PieceSide.Black) ? 6 : 1); if (board.Grid[moved.number + step][moved.letter].piece == PieceType.None && hasnt_moved) { moves.Add(moved); } } // if it's not blocked we can move forward else if (moved.letter == pos.letter && board.Grid[moved.number][moved.letter].piece == PieceType.None) { moves.Add(moved); } // angled attack else if (moved.letter != pos.letter && board.Grid[moved.number][moved.letter].piece != PieceType.None && board.Grid[moved.number][moved.letter].player != p.player) { moves.Add(moved); } // en passant else if (isEnPassant(board, new Move(pos, moved))) { moves.Add(moved); } } if (verify_check)// make sure each move doesn't put us in check { for (int i = moves.Count - 1; i >= 0; i--) { BoardHelper b2 = LegalMoveSet.move(board, new Move(pos, moves[i])); if (isCheck(b2, p.player)) { moves.RemoveAt(i); } } } return(moves); }
private static List <Position> King(BoardHelper board, Position pos, bool verify_check = true) { List <Position> moves = new List <Position>(); piece_t p = board.Grid[pos.number][pos.letter]; if (p.piece == PieceType.None) { return(moves); } // collect all relative moves possible List <Position> relative = new List <Position>(); relative.Add(new Position(-1, 1)); relative.Add(new Position(0, 1)); relative.Add(new Position(1, 1)); relative.Add(new Position(-1, 0)); relative.Add(new Position(1, 0)); relative.Add(new Position(-1, -1)); relative.Add(new Position(0, -1)); relative.Add(new Position(1, -1)); // Iterate moves foreach (Position move in relative) { Position moved = new Position(move.letter + pos.letter, move.number + pos.number); // bound check if (moved.letter < 0 || moved.letter > 7 || moved.number < 0 || moved.number > 7) { continue; } // if it's not blocked we can move if (board.Grid[moved.number][moved.letter].piece == PieceType.None || board.Grid[moved.number][moved.letter].player != p.player) { if (verify_check) // make sure we don't put ourselves in check { BoardHelper b2 = LegalMoveSet.move(board, new Move(pos, moved)); if (!isCheck(b2, p.player)) { moves.Add(moved); } } else { moves.Add(moved); } } } // Castling /* A king can only castle if: * king has not moved * rook has not moved * king is not in check * king does not end up in check * king does not pass through any other peieces * king does not pass through any squares under attack * king knows secret handshake */ if (verify_check) { if (!isCheck(board, p.player) && p.lastPosition.Equals(new Position(-1, -1))) { bool castleRight = allowCastle(board, p.player, pos, true); bool castleLeft = allowCastle(board, p.player, pos, false); if (castleRight) { moves.Add(new Position(6, pos.number)); } if (castleLeft) { moves.Add(new Position(2, pos.number)); } } } return(moves); }
private Move MiniMaxAB(BoardHelper board, PieceSide turn) { RUNNING = true; // we've started running STOP = false; // no interupt command sent MAX = turn; // who is maximizing // gather all possible moves Dictionary <Position, List <Position> > moves = LegalMoveSet.getPlayerMoves(board, turn); // because we're threading safely store best result from each thread int[] bestresults = new int[moves.Count]; Move[] bestmoves = new Move[moves.Count]; // thread the generation of each move Parallel.ForEach(moves, (movelist, state, index) => { if (STOP) // interupt { state.Stop(); return; } // initialize thread best bestresults[index] = int.MinValue; bestmoves[index] = new Move(new Position(-1, -1), new Position(-1, -1)); // for each move for the current piece(thread) foreach (Position move in movelist.Value) { if (STOP) // interupt { state.Stop(); return; } // make initial move and start recursion BoardHelper b2 = LegalMoveSet.move(board, new Move(movelist.Key, move)); int result = mimaab(b2, (turn == PieceSide.White) ? PieceSide.Black : PieceSide.White, 1, Int32.MinValue, Int32.MaxValue); // if result is better or best hasn't been set yet if (bestresults[index] < result || (bestmoves[index].to.Equals(new Position(-1, -1)) && bestresults[index] == int.MinValue)) { bestresults[index] = result; bestmoves[index].from = movelist.Key; bestmoves[index].to = move; } } }); // interupted if (STOP) { return(new Move(new Position(-1, -1), new Position(-1, -1))); } // find the best of the thread results int best = int.MinValue; Move m = new Move(new Position(-1, -1), new Position(-1, -1)); for (int i = 0; i < bestmoves.Length; i++) { if (best < bestresults[i] || (m.to.Equals(new Position(-1, -1)) && !bestmoves[i].to.Equals(new Position(-1, -1)))) { best = bestresults[i]; m = bestmoves[i]; } } return(m); }
private int mimaab(BoardHelper board, PieceSide turn, int depth, int alpha, int beta) { // base case, at maximum depth return board fitness if (depth >= DEPTH) { return(board.fitness(MAX)); } else { List <BoardHelper> boards = new List <BoardHelper>(); // get available moves / board states from moves for the current player foreach (Position pos in board.Pieces[turn]) { if (STOP) { return(-1); // interupts } List <Position> moves = LegalMoveSet.getLegalMove(board, pos); foreach (Position move in moves) { if (STOP) { return(-1); // interupts } BoardHelper b2 = LegalMoveSet.move(board, new Move(pos, move)); boards.Add(b2); } } int a = alpha, b = beta; if (turn != MAX) // minimize { foreach (BoardHelper b2 in boards) { if (STOP) { return(-1); // interupt } b = Math.Min(b, mimaab(b2, (turn == PieceSide.White) ? PieceSide.Black : PieceSide.White, depth + 1, a, b)); if (a >= b) { return(a); } } return(b); } else // maximize { foreach (BoardHelper b2 in boards) { if (STOP) { return(-1); // interupt } a = Math.Max(a, mimaab(b2, (turn == PieceSide.White) ? PieceSide.Black : PieceSide.White, depth + 1, a, b)); if (a >= b) { return(b); } } return(a); } } }